This year has some changes implemented to account for 1.13 being released.

Rules:

1. 1.13 For this tournament
2. Hardcore only
3. Any player setting is allowed, please no cheese for popping chest.
4. No MP
5. Single Pass
6. All quest do not have to be completed neither do all waypoints need to be activated. Your points will be affected though.
7. You are allowed to go back to a previous difficulty to complete a quest(Imbue, Socket, etc)
8. Any merc allowed. They must use your Armor, Helm, Shield, and Weapon if able(So act 3 Mercenary will use your shield type and sword type if you got swords)
9. Starter equipment may be used.
10. Replays are allowed, and no maximum tries.
11. Some one else must roll you up.
12. You do not have to use any skill you get chosen if you choose not to(for instances you get increased stamina, you can elect not to place a point into it.)
13. Before you start Nightmare or Hell, you must get a re-roll on your 4 or5 skills(You can elect to do this beginning in Act4/5 incase you want have a non-stop session, or other reasons such as limited internet)
14.Re-roll: You are allowed to get a tournament skill, weapon, and armor choice rerolled once per character. Example: You get Sash chosen as belt, and choose reroll, it can be anything, including a sash again. Sometimes fate decides for you. Must be done at beginning of character.
14. Atma/GoMule is allowed as an extended stash only
15. FAM is allowed
16. No save and exit when your about to bite the dust.

Clarifications

Code:

1. Mercenary MUST use your equipment if able(So all will use your Armor and Helm type)
2. Tournament Skills are allowed to be respecialized as well incase that comes up when you go to the next act, so they aren't permanent incase you wanted to place points into one for Normal but not use it in nightmare.
3. Druids are allowed 1 point into Werebear and Werewolf to allow the use of abilities in the shapeshift tree(more if it is one of their skills of course.
4. Javelin as a weapon usable in Spear and Javelin tree, while Axe for Barbarian does not constitute the ability to use Axe Mastery(This is because you could effectively make a two tree class and be quite more powerful.
5. Amazon weapons can be only used, but its a harsh tradeoff with the lack of weapons and inability to gamble.
8. CTC, Charges and passive skills granted from items are allowed. Activated class skills(Berzerk, Firebolt, etc) and outside skills are not allowed.
9. Just to make sure everyone is on the same page, you can only use starter equipment and your chosen items. So if you can't fill a slot for a while it'll have to stay empty. (Like circlet for example can't gamble until 20)

Website for Rolls:http://www.random.org/integers/Stat Points: Any work, no sense in limiting yourself in anyway, and upon a respec, you my replace them however.

Skill Points: You are given three skills that stick with you throughout time. These three are done on a Random 1-3 and then normal tree method so they truely are random as to what tree they show up in.

Your other 5 are randomly chosen with a 1-3 on a each tree as well. Once the split up is decided, you are given your skill set. Upon reaching NM your skills are once again rerolled and then again upon entering Hell.

2012 addition: At the beginning of Normal or Nightmare after your roll you may choose one skill to add to your forever list. This will affect the number of rolls in either Nightmare or Hell difficulty(You get to choose one, not one during each difficulty)

****Useless skills happen: Meaning something that provides zero benefit to the character(forever skills only count on the initial roll) Examples include: Spears being used with no Javelin with Javelin skills being rolled, Skeleton Mastery with no Skeletons or Revives, etc. IF you can NOT figure out if a skill will be useless or not, please ask!)

Equipment: To make it interesting I feel it should be changed a little to help out. Armor is now classified as Heavy, Light, or Medium. This allows a more diversified body Armor type, but keeps to the theme of Random. Though it is a 3, 6, 6 split every type is available by act 2.

Weapons: I'm going to allow 3 Weapons total, from 2 different types. This helps in the case of an Amazon, and allows for more types. In the case of an Assassin or Amazon choosing their class weapon, they are allowed to. Amazon character's can choose each subtype of her skills as well if so chooses while Assassin characters can choose Two claws. This grants each of them four weapon choices due to the +1 from class specific.

For this roll, I love Warcry, so will choose to keep it as an added forever skill so that during Nightmare and Hell difficulties I only get 4 skill rolls this time.
You have the ability to reroll one of your Forever skills, Equipment, and Weapon type. Not any of the skills for each difficulty.

Hydra+Firebolt would be good if I had rolled Fireball, too...the normal skills pretty much suck except for Teleport. IMHO sorceress is the class who has the most disadvantages because of the random rolls (she relies heavily on synergies...)

If I got the 2007/2008/2009 rules right, you get another bow roll though, because one class item is rolled in any case (orbs in your case). Is this right Vang? There's no ruling on class-specific items in this ruleset...

@coju: Yeah, it's a bit tricky at first, but after the third or fourth Random tournament you'll get used to it :crazyeyes:
You are right - you can choose your character, although some want them random as well. You can also choose 3 rolls on your weapons from 2 types, e.g. "2xwand, 1xstaff" or "1xJavelins, 2xThrowing weapons". Then the specific weapons are rolled at random.

If I got the 2007/2008/2009 rules right, you get another bow roll though, because one class item is rolled in any case (orbs in your case). Is this right Vang? There's no ruling on class-specific items in this ruleset...

2012 addition: At the beginning of Normal or Nightmare after your roll you may choose one skill to add to your forever list. This will affect the number of rolls in either Nightmare or Hell difficulty(You get to choose one, not one during each difficulty)

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So, does this mean I get to move one skill from my norm/nm difficulty skills into my forever skills, or do I get to choose whatever skill I want to become a forever skill? Does it replace one of my original 3 forever skills, or does it become the 4th forever skill?

I will hold off on the rerolls for now as I think I can get through normal just fine as is. Will probably reroll a skill (Hydra?), the shield, and one of the orbs (eagle unless I find an amazing one). The bow is of no value without enchant tbh.

So, does this mean I get to move one skill from my norm/nm difficulty skills into my forever skills, or do I get to choose whatever skill I want to become a forever skill? Does it replace one of my original 3 forever skills, or does it become the 4th forever skill?

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As far as I understood the rules, you can now choose if you want one of your rolled Normal Skills to become a forever skills, which means you can't get rid of it anymore and you will only get 4 new skill rolls in NM.

I will hold off on the rerolls for now as I think I can get through normal just fine as is. Will probably reroll a skill (Hydra?), the shield, and one of the orbs (eagle unless I find an amazing one). The bow is of no value without enchant tbh.

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you can't save your rerolls - they have to be done immediately after the initial roll (rule 14).

Let's reroll Frozen Armor, Greaves, and Short War Bow. Edit: Also, I never got rolled a helm. Could someone do that as well pretty please? :badteeth:

I thought it over and decided it better to reroll the greaves due to str req rather than worry about crossing my finger and hoping for a reroll of a bone/tower shield. This way I can use the Mila's that is sure to drop :thumbsup:

FA is meh, and it seems a waste to have a forever skill that is likely never going to have many hard points put into it.

Short War Bow will never get used, so I'm hoping for a reroll that actually benefits the a1 merc while I'm stuck with her

While it is tempting to keep teleport as a forever skill, or even CL to later deal with FIs, I would rather wait and see what NM skills get rolled and keep one of those.

Wow, act 1 is going to be sloooooow. No bow for the merc until composites (if I'm understanding the rules correctly), at which point I will have gotten an a2 moron anyway. No Firewall until the act is nearly over (Blaze won't be able to keep up with Firewall dmg, so not going to bother). Yeesh.

Thanks for the rolls you guys, I will try to return the favor for others as I am able. Let the fun begin!

Wow, act 1 is going to be sloooooow. No bow for the merc until composites (if I'm understanding the rules correctly), at which point I will have gotten an a2 moron anyway. No Firewall until the act is nearly over (Blaze won't be able to keep up with Firewall dmg, so not going to bother). Yeesh.

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Yep, that sucks...remember that you don't have access to Fire Mastery (yet...). This will drastically reduce your damage output! That's why I said, that sorceresses are probably the hardest character class to play in this tournament: You need luck to get your synergies/masteries...you can hope for FM in your NM skillset and move it to your Forever Skills...Best of luck!

LOL! No, it wasn't sarcastic or malicious at all. I was legitimately grateful.

I think FW will do nicely even without FM for normal difficulty. Over 1k/sec without FM I believe. During class, instead of paying attention, I was considering my wish list of NM skills. FM or FO would be best imo. Maybe I'll get real lucky and FO will be a nm skill made permanent and FM will come with my hell skills, or vice versa.

Anyway, I'm off to the blood moor.

Edit: another question occurred to me and I didn't see the answer in the rules. Regarding staffmods, whether for pre-buff or general use are characters allowed items with +to a skill the player did not have rolled for him? ie: can I use an orb with +to warmth even though warmth was not one of my rolled skills? So long as the staff skill is used only as a synergy and not as an active skill, is it allowed? (I realize warmth/masteries or Passives for zons, Masteries for barbs, etc. are never "actively" used. Would they be treated differently?)

Interesting tourney and perfect moment in my D2 career to make my 1st Guardian.
If I understood corectly, If I choose an Amazon I can take 2x Amazon weapons and 1x bow. Can somebody please roll this for me?